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Everything posted by Airk
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The sad part is that I wasn't READING it wrong, I was mentally processing it wrong. -_- Guh. But good to hear things are proceeding apace in spite of my ineptitude.
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Use charge to carry to the corner with 5BB > 5CC > 22C > 236D > dash 5B > 2CC > 236B > 214B > 22B. (Or fancier stuff, but this one's relatively straightforward). Fish for an unblockable in the corner. If you can get a naked 22D hit, you can do: 22D > 6CC > 623C > j.236A (whiff) > j.214D > 5C© > 2CC > 22C > 5C > 2C > 236B > 214B > 22B (Optional super). You can also add an optional IAD combo after the first 2CC. This does a pretty good pile of damage, and the execution requirements (if don't sans IAD) aren't bad at all. Every once in a while you can get a really nice setup with a random j.236D > j.214D as well.
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Weird, because the frame data says that first hit does 300 for either version, and then the 2nd hit does 2600 for the C version or 1600/2100/2700 for 1/2/3 charges. The moves have the same proration, so I wonder why it doesn't work. Maybe there's something wrong in the data. Carry on!
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Suggesting the following fiddly changes: "One of the best moves in the game to get in on opponents" --> "One of the best approach moves in the game" All lines that don't currently end in a period should, or all lines that currently do shouldn't. We should be consistent, but I don't think it matters which way. "-Best poke" --> "Tsubaki's best poke" "-Can only rapid cancel, due to frame advantage very limited use." --> "-Can only rapid cancel, very limited use due to frame disadvantage." "Recovers less the longer you hold down the button and automatically stops after charging 1.5 bars. Tap the button for maximum efficiency" --> "Charges slower the long you hold down the button, and automatically stops after charging 1.5 bars. Tap the button for maximum efficiency" (The recovery is always the same, right? @_@) "-Moves Tsubaki forward a bit, increasing the range." --> "-Moves Tsubaki forward a bit, for more range than the C version" "-Damage done depends on how many charges you have. Damage done with 1 charge or less is less than C version. With 2 or more it’s higher." --> "-Damage done depends on how many charges you have. Damage done with 2 charges or less is less than C version. With 3 or more it’s higher." (Unless I'm missing something about the damage here?) That about covers editing changes from me. Suggestions for pressure: Obviously you'll want to demonstrate charge cancels. Definitely want to demonstrate short-dash in after 6B Show an example of an 'early release' unblockable to catch people trying to counterattack or jump out. Maybe mention delaying followups to mess with instant blocking?
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But we...tell them...what it's really called. Right...there. -_- Oh well, whatever. I still think it's silly, but do whatever.
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It's short for "Macto Maledictis"; You know. The "actual name". The video isn't FOR "most people" if by that you mean "people who've been hanging around this forum long enough to know WTF you mean when you say "Mugen""
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Er, my version was done 'on top of' Pkt's, so it should be the 'latest'. But if you want me to put it up on Google docs, I can. Also, I recommend calling "Mugen" "MM" since it's A) Shorter and B) Derived from its actual name. :P Depending on the level of newbieness, a lot people are going to "Mugen? WTF is that?" - I know _I_ did when I started listening to you people talk about it.
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We might want to revise/tone down the part about how 6A "does lead to much damage" then. (Didn't someone bust out a 3charge 6k corner combo in some vid a while back?) Also, do we HAVE to call it Mugen? I still that's stupid. >.> I don't think we need to include a Mugen combo - use that space for a little more time on 'pressure'. (Which, I agree, should come before combos) Here is the version I edited. Generally look for strikeout to see my changes.
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Reading Pkt's edited text now, and agreeing with Kiba - the execution on Tsubaki's high end BnBs is apparently quite fierce. >.> Edit: I'm a little confused. Is 6A really that bad a starter? I thought we could get pretty much the same things off 6A as we can off 5BB?
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I will gladly assist with proofreading. I also generally agree with using the format that the Ragna video did, with one exception - I really think there needs to be a section on "pressure" where things like blockstrings, charge cancelling, and the like get touched on.
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So... it's not entirely clear to me, but it sortof doesn't seem like the recently released Ragna Tutorial video was ACTUALLY done by the people who were originally intending to work on this project (Spirit Juice et al); Since we have a couple three talented video creators here, I'm wondering if it wouldn't be better at this point for us to take matters into our own hands? Yeah yeah, Extend is coming, but it won't even launch in Japan for another two and a half months, and I expect a pretty significant lag time on it coming stateside. Of course, it's easy for me to say "lets do it" since I'm not the person who'll be doing the work, but...well, I've really liked this idea from the start, and the Ragna video, minus a few small issues, was pretty darn good. All I ask of whoever does the actual legwork is PLEASE PLEASE let me review your text before you finalize. KayEff had a couple of lines in there that really made me cringe.
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Important notes: Really, until Tsubaki proves otherwise to you, there is no reason to expect her to use the 6B low early in a string, and her last chance to do the overhead from a gatling is after 2B in her 5BB > 2BB > 5CC chain, so once she does her 2nd low, you don't have to look out for the overhead at all unless she does something fancy like a charge cancel, which is really a pressure reset. Also, 6B basically doesn't lead to anything except in the corner, I think. (Kiba can correct me if I'm wrong here, there might be some advanced combo I can't do.) Tsubaki can cancel her 236X series into 214D for weird projectile avoiding stuff and general mixup, even before they hit, so you may need to be a little wary just throwing out A lobelias to prevent 236C because she can do 236B > 214D to cover most of the same distance and have head/body immunity for a lot of it. This loses to reaction cat chair (as does 236C) but you need to be careful she doesn't do an 'empty' 236B to bait it, since that will stop short and leave her plenty of time to punish. You can tell 236B from 236C/D because 236B glows green, vs red for 236C and uh... something for 236D. x.x This may not be easy to react to on the fly, however.
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Mu can't hold 6C; You're probably thinking of Sword of Decimation, where she rears back (holds) and then slashes forwards overhead. It's not unblockable, but you really don't want to block it, because it leaves you in blockstun for like a week, and breaks two primers. Backdash out if you're not in range to hit her before she lets go. If you're in the corner...uh... you might be able to jump out, but you'll probably want to barrier block while you do since it hits significantly above her.
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Airthrows have massive hitboxes in CS2. Basically, she caught the hurtbox at the end of Hakumen's leg as he was airdashing.
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Truthiness. Edit: Boy, I don't think I've read the FAQ since CS2 came out. Possibly before.
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I think this one needs to go into a FAQ or something. Answers are (Lunar got all the important ones): #1: If they air tech out, or your j.CC goes under them, they were too high when you hit with 2C #2: If they land before you can land j.C or j.CC, they were too low when you hit with 2C #3: If j.C doesn't come out at all, you are hitting it too fast. :P (Okay, I think I'm the only one who ever had this problem.) #4: If they tech before you can land 5B, then try delaying j.CC more. Do not delay j.C any more than is necessary for it to come out. Do not delay 5B - the latter may seem obvious, but for some people it is instinctive after having to delay j.C and j.CC to pause a moment before doing 5B, and this will cause the combo to drop. #5: And, of course, after the 2nd 2CC, you need to delay your 236B slightly if you are midscreen, or you will go under them. :P
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Well, there's also 214X series at that range, though I don't see him using it much, that's pretty much the ideal range for it if you can get a read on something your opponent is going to do. And a little closer is 22X counterhit fishing range.
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Interesting observations on this match: #1: Both players burst in ROUND 1. This is unusual. #2: Konan gets hilariously lucky at like 1:37 where his reversal DP gets transformed into a 214A when Noel does an Assault Through.
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Konan is ALWAYS like that. I have a post 4 pages ago where I talk about how he wins in spite of dropping SO many combos. Heck, a few pages before THAT, Errol commented about how dropping combos was a theme for Tsubaki players. Konan would be an absolutely unstoppable juggernaut of destruction if he actually had something close to 100% combo execution. Go watch his matches with Hima that PK linked; He drops TONS of combos (and pays for it.). It just seems like..how he rolls, somehow.
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Just watched these, and have a couple of comments, generally pretty nitpicky. I don't know if any of this is the sort of thing you'd even care enough to fix, but just comments for next time, if there is one. #1) I found the negativity at the beginning to be a little bit heavy; If someone has decided to pick up Ragna, they're going to feel pretty discouraged. The wording in the "offense" section seems less disparaging, somehow. #2) Using 'sans' to mean 'except' in the "Not Over Yet" section is incorrect. Sans means "without". #3) I know the frame data for Blood Kain says "600 frames/522 after recovery" but it also says the move only has 20 total frames, so I'm wondering if that's actually correct. (If it is, carry on and ignore me.) #4) You spend kinda a long time on the "table of contents" for part 2 - if you're going to linger on the list of different combo types like this, you might want to put in the times in the video that each section starts at so people can skip ahead if they want. Otherwise, you probably don't need to linger on this screen for a full 20 seconds, especially since that's much longer than you spend on the NEXT screen, which actually provides information. #5) I liked the note in the 2nd midscreen combo that it's the "best midscreen option for oki" - but I wish some of the other combos had had notes. Stuff like "best option for no-meter corner carry off 5B" or "best midscreen heat gain" or "basic combo off air throw" or something. I find that when I watch large strings of combos, they kinda all blur together in my brain after a while unless there's some expalanation of what they're for. #6) In the "neutral" section, you say "you may end up getting less than the short end of the stick" - this is...funny english. "The short end of the stick" already means "the bad side of the deal" so saying "less than" that, comes out weird and redundant. #7) I kinda wish there had been a section on 'pressure' for what to do once you've got the opponent blocking, but haven't actually landed a hit yet. Other than all that fiddly whining though, thought it was a very good video, and quite informative. Good work!
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Airk replied to NickExtreme1's topic in Archive
It's that time again. I get to get whalloped on livestream. Whoo! -
I don't see how we can "realize" that without being told, but that's sortof beside the point. The quality -is- pretty bad. The action randomly speeds up and slows down. It's as if they were playing on a really laggy netplay session or something. I'm not COMPLAINING, precisely, I'm just saying "Crap, I don't feel like I can write a faux-commentary on this, since I have a hard time telling what's going on."
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Boy; I really wanted to do some faux-commentary on some of those Konan matches, but the video quality was so bad half the time I literally couldn't tell what was going on. =/ I really SHOULD do some more writeups though.
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Dunno if this is your problem or not, but since I've been grinding on the IAD combo a lot lately, what I've discovered is that getting the j.CC late enough is only half the battle - the other half is getting the 5B out fast enough. I find that since both the j.C and the j.CC are done fairly slowly (j.C just doesn't come out if you hit it right after the IAD, and j.CC needs to be delayed to get you closer to the end of your jump), that I have a tendancy to wait a moment before hitting 5B as well, and that makes the combo bluebeat. You pretty much need to hit the 5B right after the j.CC as if it were a gatling. Erm. That's just the trouble I had, but if it's not height or delaying the j.CC enough, that could be it. Edit: And I don't really find the height to be THAT sensitive. You can generally tell if the height is wrong pretty easily - if you go under them after the j.C, they're too high, if they land before j.CC hits, they're too low.
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If you think you're "good" but you're getting blown up by dumb stuff, you may not be adjusting your playstyle to your opponent. Remember - expecting advanced strategies from beginners is just as big a mistake as expecting basic strategies from advanced players. If you're expecting tick grabs and crossups from a player who is doing neither, and getting hit for it, that means you're not reading your opponent's skill level correctly. The primary differences between "good" and "advanced" are adaptability, ability to quickly get a read on the opposition, and, well, mindgames and trickiness.